Chapter 545: The most taboo thing is arrogance

Jester naturally agreed.

This is the embodiment of status.

Although Jester doesn't attach much importance to fame, fame is a good thing after all, and it's much better to have a reputation than not to have one.

Since Jester agreed to this, he immediately felt that a fire was burning in his heart, perhaps it was the trouble of people who were trying to make trouble for others, and he felt that he had a mission to let the people who were going to hear his lesson know why to make games, or what kind of eyes should not be used to make games.

In Jester's opinion, there are a lot of taboos about being a game developer.

The biggest taboo is not to be arrogant.

The arrogance here refers to the fact that you must not take a look at things that you don't know at all, things that you haven't experienced, just a few glances and think, isn't that it, give me a few people, give me some time, and I can do it.

Why do you say that?

In fact, Jester saw some lessons from many developers in China in later generations.

These people don't have a lot of ability, but they have a lot of temper.

The cowhide blew loudly, in fact, the cowhide is the cowhide, it is useless, what can you get except to make people laugh.

For example, a famous game maker in later generations, the chief producer of the "Xuanyuan Sword" series, named Yang Yuansheng, blew such a cowhide in front of the public.

"It's not me bragging, give me two hundred people, three years, I can also make the Witcher 3!"

Then a group of players from a certain game in the same camp as Xiansun knelt down and licked Yang Yuansheng together, that kind of scene, it was simply a matter of being sprayed away from page 31 overnight.

Jester was not happy to see it at the time.

In fact, this matter is very simple, because the game "The Witcher 3" is a Polish white hair spent three years and a development team of 200 people. It took 10 million dollars to develop a game, so Yang Yuansheng, the master of "Xuanyuan Sword", had the initial sentence.

In fact. In Jester's opinion, domestic designers. It's not once or twice that I say that.

For example, Yao Zhuangxian, who is in the same category as "Xuanyuan Sword", once had a similar theology: "Those foreign games are all brainless and abrupt, and the entertainment is okay, but our games have connotations." ”

When Jester saw the news, he simply thought how could there be such a brazen person in the world.

Whether it's connotation or entertainment, you can't talk about anything about the that you Yao Zhuangxian pulled.

But later. Jester figured it out.

In fact, it is the fearlessness of those who do not know.

For example, the reason why Yang Yuansheng said that give me 200 people, give me three years and I can make The Witcher 3 appears, Jester thinks that the biggest possibility is that he has never played "The Witcher 3" at all, and he doesn't know how awesome it is, how great and how great it is.

He didn't know what kind of awesome he was blowing.

This is not something to say casually, because Jester has many friends who are in domestic game manufacturers, and the designers in them don't even know about game consoles, and they haven't even heard of Blizzard and Valve. EA, Ubisoft, such a person not to mention playing The Witcher 3. I guess they don't even know that the CDPR is Polish.

In fact, in Yang Yuansheng's eyes, he may think that "The Witcher 3" is also an ordinary 3A masterpiece.

However, what is a 3A masterpiece?

I used to say what 3a masterpiece 3a masterpiece 3a masterpiece didn't explain it carefully, and I forgot the subtitles of what this a and which a were inaccurate.

AAA-rated masterpieces don't mean how much is invested, how long is produced, and how many people participate - AAA-level masterpieces represent the highest level of production in the industry in a certain period of time, such as "Final Fantasy 14". If this game came out in 2,000 years, it would be a triple-A masterpiece in 2000, creating a myth in the industry, even if Sword 3 to 2000, it can create a precedent for MMORPG. And in 2015 the overall level of requirements became higher, so these games became tuition, strange flowers, jokes, and the model of mockery of losers in my article.

The tuition fees paid by the Celestial Empire online game industry for so many large-scale projects have proven countless times that it is not an overnight thing to acquire the ability to produce a ZuòAAA-level program. It is not a simple investment of a large amount of investment, and then recruit hundreds of people to make a 3A-level masterpiece, at least several generations of continuous investment, continuous output, but also to accumulate in failure, in order to promote the birth of an excellent work.

Let's take a simple example.

Or the "Witcher" series of the small Polish factory CDPR, this game was only really recognized as a triple-A masterpiece when it came to "The Witcher 3", and no one had ever said that in the previous "Witcher 2" and "The Witcher 1".

For a large-scale project, all small companies have dispensable small problems, will cause disastrous consequences, only in the research and development of this piece, for a large project, split into a number of blocks, each piece has a large number of business needs to be processed, after each piece is processed, to ensure the overall unity, and availability, there are countless difficult to deal with bugs, how to ensure QA/QC, has become a huge problem, and the so-called 3A masterpiece, is synonymous with high quality, high availability, and low bugs.

Ubisoft is the only game company that can manage more than 1,000 people at the same time and do the same project in all corners of the world.

Most of the time of the wizard system is about 3 years, and 3 years, maybe half of the time is doing QA, which is something that domestic companies cannot consider at all. Is it possible that when a large project is released, it is necessary to go on it even if it knows that there is a bug?

Of course not, there is a question of probability.

If there is a bug and the probability of a normal game occurring is 1 in 10,000, do you think you should deal with it? After all, there are more 1% bugs, and in fact, the QA of the Celestial Empire can eliminate 1% probability of bugs, which is already very good, but when it is actually released, due to too many players, such as 200w users, each user has an average of 5 games, which is 1000w times of use, and what if the average number of times is 20 times?

A 100-hour game has about 200 starts, and the number of reads is about 1500......

That's really an astronomical amount.

The QA of the Celestial Empire is difficult to do well, mainly because the investment of small manufacturers in QA is not enough, and it is difficult for QA to accumulate enough experience in large-scale projects, and the Internet industry of Celestial Empire has always paid not enough attention to QA, but for Internet companies, it is actually possible, because as long as the main business is placed on the server side, it is no problem to reduce the complexity of the client business.

If an application software finds a bug, it can be quickly repaired, and even reduce the business pressure of the client, simplify the client's business, and let the server take on more business.

But stand-alone software vendors, especially game vendors, you let the game vendors invest 50% of their fees on QA and QC...... This is almost unimaginable in the Celestial Empire, and in the classic book "The Myth of the Human Moon", it is clearly stated that QA should account for at least 50% of the entire development time.

In games, especially 3A-level masterpieces, most of them are single-player with more content, all the business is on the client, and all the bugs are basically there.

Therefore, if a 3A-level planning game project is intended to be developed by 200 people for 3 years, and it is handled by these inexperienced teams in China, the biggest possibility is that the scale is too large, the director is not enough in the later stage, and there are a large number of bugs in the game.

In Lao Roll 5, you can feel the weakness of the planning and execution to the later stage.

If you compare the old rolling 5 and The Witcher 3, you will find that the missions that are all over the map, in fact, except for a few main stories, the quality of the side quests is lower than that of The Witcher 3.

The quality of The Witcher 3's side quests is much higher than that of the old roll 5.

Due to the accumulation of such small tasks, and the fact that the production of the old roll 5 forging system is far better than the drop, many players have no motivation to play small tasks in the later stage. Also as a sandbox wizard avoids this problem.

So can it be said that the planning of the old roll 5 is weaker than that of The Witcher 3?

Obviously, such a comparison is unscientific, and it is very likely that the overall budget limits the planning of the table.

The continuity and relevance of tasks in multiple areas, as a sandbox game, the more associations you do, the greater the workload will become, and the more fun it will become.

The development cost of Lao Roll 5 should be around 50 million, and according to inflation and the difference in wages between the United States and Eastern Europe, the wizard is about the same number, why is the development cost about the same, but the experience of this piece is not small?

Probably at the time of planning, R&D and planning were not well coordinated, the final execution of planning was deviated, the guiding tasks were scattered, there was no itinerary task network, and the whole worldview relied too much on a few large main lines.

This is just a list of the triple-A masterpiece Lao Roll 5, even if it is the game design of Lao Roll 5, there is this kind of problem.

If it is put on the body of an ordinary small company, such as the outspoken Yang Yuansheng, how can he control it? Playing games is never something that can be done with a pat on the head.

It's a huge undertaking of great complexity. (To be continued) R466